Victoria 3

Victoria 3

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Grey's Subject Interaction Suite
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26. čvn. 2024 v 19.01
4. říj. v 18.58
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Grey's Subject Interaction Suite

V 3 kolekcích od uživatele MasterOfGrey
Grey's Little Reworks
11 položek
Grey's Essential Recommendations
45 položek
Grey's Starter Pack
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Popis

(and onwards)
[github.com][discord.gg]
Please consider rating this if you like it! It really helps out.
Originally made for: Version 1.7
*Cancel any ongoing actions before attempting to remove.

This mod is a large overhaul for interacting with your subjects.
It contains a complete overhaul of Liberty Desire, and a range of additional subject interactions either created by myself, sourced from abandoned mods and updated, or included with permission.


Features:
Liberty Desire Overhaul:
  • BASE Liberty Desire has been totally removed and replaced with Legal Friction.
  • Legal Friction applies liberty desire to subjects based on differences between their laws and yours that relate to; how governments interact with each other, and wealth-owner groups investment options and returns.
  • The impact of Overlord Prestige on reducing liberty desire now scales through 5 tiers.
  • The power of the overlord's army (up to a max of 10x) reduces subject liberty desire... and the inverse is true also...
  • Overseas subjects will now receive less liberty desire reduction from the overlord's army, if they have a powerful fleet to stop you from landing.
  • ...and having a powerful fleet will add liberty desire all of its own...

Read the detailed explanation here: Liberty Desire Overhaul

Additional Subject Interactions:
  • Ask Your Subject to Fight - updated and expanded, triggers your subject to declare to conquer a state of your choosing. (Can also Return State with claims, take existing Treaty Ports, or Annex a nation if it's your subject's direct subject, or has at most 3 states.)
  • Initiate Open Borders - gradually encourages them to change law to Open Borders.
  • Integrate Subject - allows for diplomatic integration of sufficiently friendly and low-liberty desire subjects.
  • Initiate Cultural Alignment - updated and refined localisation, diplomatic agreement to eventually align their primary culture with yours.
  • Initiate Religious Conversion - separate diplomatic agreement to eventually align their state religion with yours.
  • Initiate Cultural Inclusion - works to eventually your primary culture to their country in addition to their own.
  • Synergize Bureaucracy/Economic Systems/Land Reforms/Trade Policies - gradually (and forcibly) align a subject's Bureaucracy/Economic Systems/Land Reforms/Trade Policies laws to match yours.
  • Forced Industry Ban - forcibly change a subject's law to Industry Banned, at substantial diplomatic cost...
  • Forced Border Closing/Opening - force a subject to close/open its borders, closing requires clos relations and is not a huge matter... opening is a more freely usable but much less popular decision.
  • Consolidate Subjects - Merge subjects of similar cultures together (does not count cultures added by you). Many thanks to CaelReader!
  • Support Subject Expansion - causes subjects to adopt an aggressive strategy towards regional neighbours.
  • Forced Slavery Ban - forcibly change a subject's law to Slavery Banned, may upset some people...
  • Forced Slave Trade - forcibly change a subject's law to Slave Trade, will upset a lot of people...
  • Recognize - Recognise an unrecognized subject.
  • Offer Convoy Contribution - As subject, give excess convoys to overlord

NOTE: These appear contextually - they won't show for a particular subject if they're not potentially valid.

Game Rules:
- Set whether the AI can use the Merge Subject action (Default = yes)
--> Choose whether the Merge Subject action is balanced, cheaty, or disabled! (Default = balanced)
- Consolidate Subject can be enabled, player only, or disabled
- Synergize actions can be disabled
- Force Law actions can be disabled or limited to slavery laws only
- Culture & Religion Change actions can be disabled

Bonus features:
- When you request a subject change their laws they get a buff to enactment success.
- Trade State, Fund Lobby, Raise/Decrease Payments, Appoint Gov., Support Regime, Evangelize, Demand State, & Support Independence have all been tweaked to improve gameplay.

I expect to add more things to this over time.


This should never conflict with anything unless that thing also changes Liberty Desire.
IF YOU WANT TO MAKE OTHER LIBERTY DESIRE CHANGES COMPATIBLE WITH THIS:
Refer to the instructions in MoG_10_mod_compatibility.txt in \common\script_values

This mod's version of Consolidate Subjects is slightly different to Cael's original mod - if you have both loaded the other will take priority.

If you find it doesn't behave as advertised; LOAD THIS LAST and try again before reporting issues.

Apparently this works really well with:
  • Cold War Era


Can you add <insert language> localisation?
If you send it to me I will add it.

Otherwise - Read the FAQ


Huge Thank You to CaelReader who provided all new icons, refactored things, and added extra game rules!

Credit to creators of the original mods:
  • Koa - 'Change Subject Culture'
  • 无言Infinite - 'Merge Subject'
  • CuteRiceWalker - 'Ask Your Subject to Fight'
  • uridogoraeda - 'Forced change in subject country law'
  • CaelReader - 'Consolidate Subjects'
  • a.k.a DMDonahue/Marcus - 'Diplomatic Recognition'
  • Taylor - 'Offer Convoy Contribution'

Credit to Henrax le Chamalax for doing some real AI acceptance logic for Merge Subject.

Language Support:
Localizations are either; submitted by community members, collected from defunct sources, or done by Machine Translation.
-> Replacements are welcome from anyone!

Credit to human providers of localisation content:
  • English: MrBlazzar™
  • Chinese: CuteRiceWalker, 无言Infinite, GHYNG, 无铭
  • Korean: Koa, uridogoraeda
  • Brazilian: Íkaros
  • Polish: WarpWhistle79
  • Russian: Nihillman
  • Japanese: Cosmox
  • French: BobbyBob
  • German: kindum
You can submit additional localizations to the pinned Discussions thread.

Supported Languages:
English, B.Portuguese(Português), Simp. Chinese(中文), French(Français), German(Deutsch), Japanese(日本語), Korean(한국어), Polish(Polski), Russian(русский язык), Spanish(Español), Turkish(Türkçe)

#Diplomacy #Subject
#Management #Interactions
#Change Primary Culture
#Command Subjects #SIS #GSIS
You can support me on Patreon: [patreon.com]
Populární diskuze Zobrazit vše (6)
3
16. zář. v 15.19
Increase convoy distribution spam debug
Dimi
21
1. čvn. v 5.40
PŘILEPENO: Localization Submissions
MasterOfGrey
3
27. čvn. 2024 v 19.22
Forcing subject to start a play not working
Meili
Počet komentářů: 398
MasterOfGrey  [autor] 5. říj. v 17.35 
"This is a problem that will always exist if one factor can, on its own, overpower all others, regardless of which one it is."

And to be clear, it's only a problem if this factor does, on its own, overpower all others *in unreasonable circumstances*.
So far, the issues are edge cases. It's worth working on improving the edge cases, but it doesn't make the mechanic fundamentally wrong.
MasterOfGrey  [autor] 5. říj. v 17.25 
If you have ideas on how to give politics and economics more significance in the calculation, I'm more than happy to hear it.

I feel like there's a lack of understanding though that this is meant to make it viable to play as both a subject *and* an overlord. Being a small subject of an overextended overlord needs to provide you a buffer to maintain your autonomy, and equally, subjugating the entire world from a few handful of states should have the world questioning why they put up with it.
Anubis 5. říj. v 10.04 
This is a problem that will always exist if one factor can, on its own, overpower all others, regardless of which one it is.

As for the "the reality is that they will be" that is simply incorrect - it would, in fact, still be incorrect if the values were all halved, only in different circumstances (unless the factor had a max value, which it doesn't look like it does).


Either way, we obviously disagree as to what is/should be more important to maintaining a low liberty desire on subjects, so it doesn't quite matter that I believe politics and economics should play a more relevant role and I'll just drop the matter.

Cheers.
Anubis 5. říj. v 10.04 
I am currently at a game where some subjects are at "important" (1.5/5) and they would still go into default in a few months if independent and out of the market (I did a practical test and that particular subject went into a death spiral in just a few months and then into default in a little over a year), similarly, there are some subjects that are are "controlled" (5/5) that would survive just fine - which is why it's an unreliable factor.

Still, I believe you misunderstand the nature of the previous comments, otherwise portraying something as a skill issue doesn't quite make sense - this is not a complaint about liberty desire being difficult to manage, it's about what subjects "care" about more, I thought that was clear when I mentioned how effective random, and unrealistic, overseas militarization was (it'd also have the opposite effect if releasing a colony there).
MasterOfGrey  [autor] 5. říj. v 0.01 
"I think that a subject that has a high opinion, significantly lower prestige, a significantly smaller navy and army, is afraid of the overlords alliances, has all beneficial pacts with the overlord, has pro overlord lobbies, controlled economic dependence and no liberty friction should be unquestionably loyal even if the overlord has other subjects that combined have a strong military."

The reality is that they will be.
They might not be below 25, but they will be under 50 and they will be loyal.
Under 25 is where you start being able to roll back their sovereignty - the more subjects you have, the more difficult that should be, as reducing the autonomy of ONE of them represents an implied threat to ALL of them.
<50 is loyal
<25 is a threat
MasterOfGrey  [autor] 4. říj. v 23.47 
1 - Those values ignore resistance to status quo...
-> resistance is related to distance from 50 and it can be both positive or negative, only relevant if you are trying to reduce autonomy as it acts as a stabiliser

2 - lobbies and economic dependence are both unreliable/uncontrollable...
-> lobbies are unreliable, economic dependence is a skill issue

3 - Some pacts are incompatible between themselves...
-> not the ones that matter here

3b - to reach the max value you'd need to reduce payments and bankroll...
-> Yes, if you need to resort to these to keep subjects happy, that is the design cost of having too many subjects.

4 - ...115% subjects relative power projection
It only looks at *army* power projection for the main part of the maths, then it's either full value or halved depending on a strict comparison of the naval projection. Navies don't come on land, the only reason the navy matters is because it reflects whether or not you can deploy your army effectively.
Anubis 4. říj. v 23.38 
Again - I do not believe this value makes too much sense in a vacuum that ignores the subjects relations to the other subjects, especially as consistently the largest factor for liberty desire.

I do think it works for a smaller number of subjects, because it'd make more sense for them to have relations and because the subject's own military represents a higher percentage of the total, for a lot of subjects, however, that changes.



Still, this is mostly a balancing concern and despite me thinking the other values should be more relevant, especially economic dependence (otherwise you can own 60% of a nation's GDP and still have a meager -0.4) and lobbies, I understand your reasoning and design choices.
Anubis 4. říj. v 23.34 
For reference - on this game where it's at 67% of subjects relative power projection my navy represents 32913 power projection and the army 15556 - both are #1 (albeit Britain is probably still stronger in reality) my strongest subject (Japan) has 2877 and 4828 respectively (no other has a relevant navy and the next best army is around 2/3 of that) - and here lies the issue, there is no reason I shouldn't be able to get Morocco to below 25% liberty desire because it believes a combination of 25 other vassals has an army as strong as the overlord (in reality they do not).

All that being said - I think that a subject that has a high opinion, significantly lower prestige, a significantly smaller navy and army, is afraid of the overlords alliances, has all beneficial pacts with the overlord, has pro overlord lobbies, controlled economic dependence and no liberty friction should be unquestionably loyal even if the overlord has other subjects that combined have a strong military.
Anubis 4. říj. v 23.31 
Consider the following:

1 - Those values ignore resistance to status quo, which is unavoidable.

2 - Pro overlord lobbies and economic dependence are both unreliable/uncontrollable and not always adequately calculated (this is unrelated to the mod, the game is just bad at those).

3 - Some pacts are incompatible between themselves and to reach the max value you'd need to reduce payments and bankroll, probably paying more than you get (a condition that on it's own should be way more significant).

4 - I am looking at the tooltip at this moment and at 115% subjects relative power projection that value is at +1.32 - at a different date/save when I built some random stuff to "game" the value I'm seeing +0.95 for 67% subjects relative power projection.
MasterOfGrey  [autor] 4. říj. v 18.46 
Made a small mistake so re-posting:

Total potential negatives to LD:
opinion: 0.2
prestige: 0.25
navy: 0.01
army: 0.2
overlord's alliances: 0.25
pacts: 0.35
pro-overlord lobbies: technically 0.5, practically, ~0.2-0.3
economic dependence: technically 0.5, practically, ~0.4

Total: -1.86

Positive effect at 100% of the overlord's power projection:
without strong combined navies: 0.5
with strong combined navies: 1.0

Subjects must have 186% of your total army projection *AND* have a bigger combined navy than you to completely "overpower a combination of all other modifiers".

That is the maths.